Clair Obscur: Expedition 33 leads say "our vision is to ship quality games," and "we don't believe you need to have a lot of people to do that"
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Jordan Gerblick
2026-01-21
Clair Obscur: Expedition 33 studio Sandfall Interactive doesn't plan on expanding significantly following the breakthrough success of its debut launch.
Talking to Edge Magazine for issue #419, Expedition 33 creative director Guillaume Broche and lead programmer Tom Guillermin were asked whether Sandfall's next game will be bigger than Expedition 33, and they had a pretty decisive answer.
"No, I think it's good to have limitations when you are creative," said Broche. "It's the best way to be the best version of yourself. We could scale up now we have a lot more money, but I would say it's not tempting for us, because even the management team and myself, we'd have to be hands-on and doing things for ourselves. We love making games more than we love managing, so we want to keep doing that. These past five years were some of the best of my life, and I want to be happy like that again."
Clair Obscur: Expedition 33 lead says "it's good to have limitations," so the RPG studio won't "scale up" for any future projects
Clair Obscur: Expedition 33 director doesn't think sales and awards success should change the studio: "What we want to do is exactly what we wanted to do when we started"
Clair Obscur: Expedition 33 devs' next game will focus on "what we think is cool" rather than trying to please everyone
Sandfall certainly proved it's possible to make not only a quality game, but one that punches well above its weight in terms of studio size and pedigree. Just recently, veteran game developer Adrian Chmielarz said his whole "world view is ruined" after learning the "phenomenal" Expedition 33 was made by "a lot of newbies."
That's another big reason Sandfall doesn't feel the immediate need to grow as a team: things seem to be working pretty well as they are.
"In terms of team dynamics, everybody knows everybody in the team, and people are used to working together," added Guillermin. "Now we are lucky enough to have a strong foundation from the previous project, but expanding for the sake of expanding is not our vision.
"Our vision is to ship quality games, and we don't believe you need to have a lot of people to do that. There are large teams that deliver great games, of course, but for us what works best is pretty much our current size. We don't want to change the team structure and dynamic."
Maelle's most infamous attack in Clair Obscur: Expedition 33 was actually "very bad" during development, and Sandfall made it super powerful by trying to fix it and not testing the change properly
theLastToaster
Jan 21, 05:41 PM
time sink, but fun. Without going into details... hey 🐧 Extremely complex.
midnightwifi
Jan 21, 03:41 PM
this is trash, imho This is bright. Good for adults pro
cantEven
Jan 21, 02:31 PM
I made it.
cybergrape
Jan 21, 02:01 PM
live and let live
rustyGear
Jan 21, 07:41 AM
sup
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